When checking to see if the rendering window has focus, there are a
few different variations that can be true depending on circumstances. This would likely cover the _WIN32 case as well, but since I don't pretend to fully understand just what is going on with wxWidgets here, I can't really call this any less of a hack.. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5794 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -740,16 +740,19 @@ void CFrame::OnSizeRequest(int& x, int& y, int& width, int& height)
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bool CFrame::RendererHasFocus()
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{
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if (m_RenderParent == NULL || wxWindow::FindFocus() == NULL)
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return false;
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#ifdef _WIN32
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// Why doesn't the "else" method below work in windows when called from
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// Host_RendererHasFocus()?
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if (m_RenderParent)
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if (m_RenderParent->GetParent()->GetHWND() == GetForegroundWindow())
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return true;
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return false;
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#else
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return m_RenderParent && (m_RenderParent == wxWindow::FindFocus());
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// Why these different cases?
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if (m_RenderParent == wxWindow::FindFocus() ||
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m_RenderParent == wxWindow::FindFocus()->GetParent() ||
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m_RenderParent->GetParent() == wxWindow::FindFocus()->GetParent())
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return true;
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#endif
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return false;
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}
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void CFrame::OnGameListCtrl_ItemActivated(wxListEvent& WXUNUSED (event))
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@ -411,9 +411,6 @@ unsigned int Wiimote_UnPairWiimotes()
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bool IsFocus()
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{
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#if defined(__APPLE__) && defined(USE_WX) && USE_WX
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return true; /* XXX */
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#endif
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return g_WiimoteInitialize.pRendererHasFocus();
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}
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